Human mecha

Mecha are simply represented by Stunts which the piloting character will have access to. Most mecha require protoculture to operate.

All mecha are created by choosing a number of stunts from each mecha’s assigned list.

Some stunts are derived from a particular model of mecha, as is the case with the Cyclone and Veritech Alpha stunts. You may only select one model based stunt from the list. Note that you do not have to select a model based stunt.

Cyclone Armour

Mospeada remake 01

With normal fuel, pick one stunt. With protoculture fuel cells, pick two.

Cyclone model stunts (pick one only):
  • Because my VR-052 Cyclone armour is equipped with a G-97 Forearm Missile Launcher, I get a +2 when I carefully attack a target that is one or two zones away from me.
  • Because my VR-041 Cyclone armour is equipped with a forearm sabers, I get a +2 when I forcefully attack an enemy in close combat.
  • Because my VR-038 Cyclone armour is equipped with a RL-6 recoilless sniper rifle, I get a +2 when I sneakily attack an enemy from two or more zones away.
Generic Cyclone stunts:
  • Because my Cyclone armour is bristling with mini-missiles, I get +2 when I flashily attack a target one zone or further away.
  • Because my Cyclone armour is highly maneuverable, I get +2 to quickly create advantage when I am in motorbike mode.
  • Because my Cyclone armour has an onboard battle HUD, I get +2 to cleverly create advantages when I am in armour mode.

Veritech Alpha Fighter

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Requires protoculture fuel cells. Pick two.

Veritech model stunts (pick one only):
Generic Veritech Alpha stunts:
  • Because my Veritech Alpha is bristling with missiles, I get +2 to flashily attack targets more than one zone away while in .
  • Because my Veritech Alpha is an extremely agile target, I get +2 to flashily defend against ranged attacks while in jet mode.
  • Because my Veritech Alpha is armed with a GU-XX Tri-Barrel Gun Pod, I get +2 to carefully attack while in battloid mode.

Veritech Beta

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Requires protoculture fuel cells. Pick two.

  • Because the Veritech Beta is heavily armoured, I get +2 to forcefully defend with my forearm shields.
  • Because the Veritech Beta has enormous rocket thrusters, I get +2 to forcefully overcome in a contest of speed.
  • Because the Veritech Beta is armed with an inbuilt GU-XX Tri-Barrel Gun Pod, I get +2 to carefully attack targets one or more zones away.
  • Because the Veritech Beta has long range sensors, I get +2 to cleverly create advantage when I detect enemies from a distance.
  • Because the Veritech Beta has formidable long range weapons and bombs, I may completely destroy a single large target or group of mooks that is more than two zones away once per session.

Alpha and Beta

When the Alpha and Beta join together they are treated as a single mecha. The two pilots may decide who rolls to defend or resist enemy actions. Both pilots still get to take their turns separately although the mecha may only make one move action per round. Aspects placed on the vehicle affect both pilots and the players can decide how stress is distributed between them. The Alpha and Beta together can only have three consequences in total and the pilots must decide which mecha bears the consequence if they separate. If one or more of the mecha have consequences before they join, those consequences must be taken up by the Alpha-Beta. Note that this may make it impossible for heavily damaged Alphas and Betas to join – they are just too damaged to achieve the link.

Human mecha

Robotech danu danu